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Business Simulation Games: Three Cases from Supply Chain Management, Marketing, and Business Strategy

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Game-based Learning Across the Disciplines

Part of the book series: Advances in Game-Based Learning ((AGBL))

Abstract

Various business education programs use games to train students in the practices they will be expected to apply in the real world. Historically, educators employed simulation games with high fidelity to create low threat, repeatable opportunities to learn. The purpose of this chapter is to explore some of the theoretical business concepts and models underpinning the use of educational games in business disciplines and explore how those are embedded in three business simulations as illuminative practice examples. These examples can help the reader better understand how the learning affordances of simulation games are used to support educational goals using their core rule sets, conflicts, and win/loss scenarios to provide learners with performance feedback in low-threat environments.

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Correspondence to Scott J. Warren .

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Warren, S.J., Roy, M., Robinson, H.A. (2021). Business Simulation Games: Three Cases from Supply Chain Management, Marketing, and Business Strategy. In: Aprea, C., Ifenthaler, D. (eds) Game-based Learning Across the Disciplines. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-030-75142-5_5

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  • DOI: https://doi.org/10.1007/978-3-030-75142-5_5

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-75141-8

  • Online ISBN: 978-3-030-75142-5

  • eBook Packages: EducationEducation (R0)

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